Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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SpriteFontPlus/deps/BMFontToSpriteFont/BMFontLoader.cs
177 lines | 3.7 KiB | text/x-csharp | CSharpLexer
using System;
using System.Collections.Generic;
using Cyotek.Drawing.BitmapFont;
using System.Linq;
using System.Reflection;
#if !XENKO
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#else
using Xenko.Core.Mathematics;
using Xenko.Graphics;
using Xenko.Graphics.Font;
using Texture2D = Xenko.Graphics.Texture;
#endif
namespace SpriteFontPlus
{
#if BF2SF_INTERNAL
internal
#else
public
#endif
class TextureWithOffset
{
public Texture2D Texture { get; set; }
public Point Offset { get; set; }
public TextureWithOffset(Texture2D texture)
{
if (texture == null)
{
throw new ArgumentNullException("texture");
}
Texture = texture;
}
public TextureWithOffset(Texture2D texture, Point offset): this(texture)
{
Offset = offset;
}
}
#if BF2SF_INTERNAL
internal
#else
public
#endif
static class BMFontLoader
{
#if XENKO
private static FontSystem _fontSystem;
public static FontSystem FontSystem
{
get
{
if (_fontSystem != null)
{
return _fontSystem;
}
_fontSystem = new FontSystem();
FontSystem.Load(GraphicsDevice, null);
return _fontSystem;
}
}
public static GraphicsDevice GraphicsDevice;
#endif
private static SpriteFont Load(BitmapFont data, Func<string, TextureWithOffset> textureGetter)
{
if (data.Pages.Length > 1)
{
throw new NotSupportedException("For now only BMFonts with single texture are supported");
}
var texture = textureGetter(data.Pages[0].FileName);
#if !XENKO
var glyphBounds = new List<Rectangle>();
var cropping = new List<Rectangle>();
var chars = new List<char>();
var kerning = new List<Vector3>();
var characters = data.Characters.Values.OrderBy(c => c.Char);
foreach (var character in characters)
{
var bounds = character.Bounds;
bounds.Offset(texture.Offset);
glyphBounds.Add(bounds);
cropping.Add(new Rectangle(character.Offset.X, character.Offset.Y, bounds.Width, bounds.Height));
chars.Add(character.Char);
kerning.Add(new Vector3(0, character.Bounds.Width, character.XAdvance - character.Bounds.Width));
}
var constructorInfo = typeof(SpriteFont).GetTypeInfo().DeclaredConstructors.First();
var result = (SpriteFont)constructorInfo.Invoke(new object[]
{
texture.Texture, glyphBounds, cropping,
chars, data.LineHeight, 0, kerning, ' '
});
return result;
#else
var textureRegion = textureGetter(data.Pages[0].FileName);
var glyphs = new List<Glyph>();
foreach (var pair in data.Characters)
{
var character = pair.Value;
var bounds = character.Bounds;
bounds.X += textureRegion.Offset.X;
bounds.Y += textureRegion.Offset.Y;
var glyph = new Glyph
{
Character = character.Char,
BitmapIndex = 0,
Offset = new Vector2(character.Offset.X, character.Offset.Y),
Subrect = bounds,
XAdvance = character.XAdvance
};
glyphs.Add(glyph);
}
var textures = new List<Texture2D>
{
textureRegion.Texture
};
return FontSystem.NewStatic(data.LineHeight, glyphs, textures, 0, data.LineHeight);
#endif
}
public static SpriteFont LoadXml(string xml,
Func<string, TextureWithOffset> textureGetter)
{
var data = new BitmapFont();
data.LoadXml(xml);
return Load(data, textureGetter);
}
public static SpriteFont LoadText(string xml,
Func<string, TextureWithOffset> textureGetter)
{
var data = new BitmapFont();
data.LoadText(xml);
return Load(data, textureGetter);
}
public static SpriteFont Load(string str,
Func<string, TextureWithOffset> textureGetter)
{
var data = new BitmapFont();
if (str.StartsWith("<"))
{
// xml
data.LoadXml(str);
}
else
{
data.LoadText(str);
}
return Load(data, textureGetter);
}
}
}